Atari ST progress.. sweet!


skeezix

Internal Development
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Mar 11, 2003
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Some major little breakthroughs; I've got the ST emu running with framesip about 3 or 4 a little sloweert than a real ST (with the desktop anyway). If I can get the mouse issues, some ram issues and such fixed.. we shoudl be in business. This sucker is running alright now!

jeff
 
Sounds great! Congratulations.

Can I ask - how many FPS is 3 or 4 frameskips? Different emus define their frameskip steps differently so I'm not sure.

And is it the 68000 emulation that steals most of the CPU time, or other things? I'm wondering how feasible 68000 emulation (that covers many systems & games) is on GP32. Can emulated 68000 based hardware on GP32 go full speed 60FPS? Just thinking out loud...
 
And is it the 68000 emulation that steals most of the CPU time, or other things?

Guessing by the frameskip stuff I'd say that rendering is the bottleneck at the moment.
 
68000 is a pretty large bottle neck, but certainly the rendering also is. ITs hard to judfge at this point, since without rendering and sound, its hard to tell how far its come ;)

I'll not define much; its still in serious flux. I just wanted to report that she runs not too bad right now, if by running you mean rendering, since the damned mouse is still stuck :/

jeff
 
Usually, frameskip means that this number of frames has to be skipped to run speed at 100%.
So if he writes that you have a frameskip of 3 or 4, you have to skip 3 or 4 frames to run 100%.

Assuming you have 30 frames / second (NTSC, don't know, if the Atari runs a different frame rate), this means
you only render 10 frames per second (losing 20 frames per second).
This is quite dodgy, but a pretty good start for a beta!

(I remember running SNES-Zelda on my 486 at 2fps without sound... completely unusable, but that was a milestone
in the emulation business at that time :)
 
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